To be completely honest I think Cure is one of those cards that low-skill players fall in love with and veterans hate. I mean sure it's super useful in select cases but comes with some pretty hefty opportunity costs.

GonFreeces31 wrote:To be completely honest I think Cure is one of those cards that low-skill players fall in love with and veterans hate. I mean sure it's super useful in select cases but comes with some pretty hefty opportunity costs.

Bold parts my emphasis:1) Unless you're curing some sort of huge monster like Brutal Mammoth, you should be using cure light, since it doesn't cost you any SP. When you're talking about healing a guardian, where Judie/Etoile are involved, all you usually need is the 40. With star dragon, it's just not even worth it. Let the beast die and spend 1 SP reviving him and save the other to restore your sphere levels.

2) The hefty opportunity cost isn't just the fact that you're paying 2 SP compared to cure light, but that you're taking up one of your 25 slots with a card that really doesn't give you the most return for that card slot.

I don't exactly know what this guy is doing here. His ability to change the time during the action phase doesn't benefit you all that much. He speedruns with Weissvogel and doesn't trigger Orfen's buff at all.

I don't think Standard Bearer fits in the weissvogel build since that's about rushing out level 3s.

I do see it fitting in a level 2 rush with the lycans as back up for Verlaat. I used it in a Fierte level 2 Lycan rush, I'll have to take a look at it again.

GonFreeces31 wrote:To be completely honest I think Cure is one of those cards that low-skill players fall in love with and veterans hate. I mean sure it's super useful in select cases but comes with some pretty hefty opportunity costs.

GonFreeces31 wrote:To be completely honest I think Cure is one of those cards that low-skill players fall in love with and veterans hate. I mean sure it's super useful in select cases but comes with some pretty hefty opportunity costs.

I seem to recall pwning a pure terror because it went first on my sergis with like 300+ hp and cure went second and erased the 999 damage xD

And I was like, what now meanie.

Cure have its place if you really don't want something to die no matter what like an sure kill grimiore and hope it goes second. And Considering how often i lose the grimiore rolls *coughmiraclefruitofuselesscough* Cure helps me more than miracle fruit.

So basically the cure did a heal of 1299.

Cure is useful if you can anticipate a kill grimiore coming and you know how often you win the coin flip, if the answer is almost never, then by all means, go ahead and cure and make the lucky coin flip winner for going first rage pretty hard.

Cure counters stuff like deathmaker, split second decision, emo 999 damage, and any hp that sets ur hp to 0 or does overdamage. to put it simply, small cure for small damage but cure for big damage.

And there's another scenario i can think of, if you don't want rubens to go straight to cem and he haz like hundreds of max hp value at the moment, you can just cast cure on him and buy yourself another turn of safety and he returns to ur file. Unless the opponent feel like beating rubens up again just to make him die.